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Pirates and flowers ... ahm, yea why not. I guess i would have chosen some ale bottles but maybe they make some flower fuel :P

The thing i have to complain about are the missing global upgrades. The first play is challenging, the second may be still funny, the third gets boring - it's all the same each play.

Oh, and i'm missing livebars for the small foes like the boss had one.

Solid game but nothing special or interesting (3 Stars)

After playing this game for 4 days (just kept it running in the background and brought some upgrades from time to time). I reached the graveyard (100.000.000 $) but no way that i will go on with it. It's just frustrating. And it doesn't even have something special. Sorry, but this absolutely slow gameplay is like an offense.

3, stars for the (never the less) solid game (no bugs found)
- 1, because it's simply no fun
- 0.5 because it's damage / 5sec (makes your game even slower)
- 0.5, because i couldn't found any explanation when the upgrades are unlocked and why i couldn't bought the special upgrades from the menu (and please don't tell me that i have to play trough the game several times to get them)

Ok, where should i start.

After creating a character there is no way to start over again a new one without reloading the game.

Either i over-read the description of the coins or it's not explained. To make it more intuitive you should thing about changing the sprite of the exp (orange coins) to exactly this 3 letters: Exp :P

To get finally rid of the blinking tag on the "free gold" button i simply clicked all the buttons and just closed the new opened tab again. Never the less that could and should be done better. The mark should disappear simply by opening the tab.

Last point: the pretty nice made symbols next to the attributes are what exactly ?
I would guess:
- movement speed
- attack speed
- damage
- armor ?
what about HP-reg and MP-reg ?
And why are these states not explained ?
I'm pretty sure i don't do 1.6 attacks/sec. It's more like 1.6sec/attack isn't it ?
And does armor simply blocks of damage or reduces percentage ?

It looks nice at the first, but only seems to be finished about half.
60% finished => 60% stars :D

greatz responds:

hi, I knew this kind of question is gonna show up. I prepare all that here. http://patih-araya.greatz.net/tipsAndGuide/
there is also a link to go here in the game.
but still that is my mistake not put the explanation about ms as which you have said. I'm getting so many critics so the full version will contain all that including yours.

i really liked it.
And, not like all the other reviewers, i really liked the code. It took some time but after a short screenshot (snipping-tool) and a search for a online reader for the codes the 4 digits were readable.

But the score system is unbalanced. The score was down to zero way too fast. Instead you should add a timer.

Well, after playing through all the levels i saw that i somehow skipped level 19. so either there is a skip option that i accidentally hit or level 18 has a wrong link.

Never the less a pretty nice game.

Looks like the glowing coals are immune to the snow if hit at the very top with an angle of +/- 5°. Hitting them in the middle the snowballs just spring of, while targeting there left or right side damages them. I could imagine that you missed that case in your taking-damage-routine.
In addition the snowballs some times bugged into the rotation objects. At least they didn't got stock, but should have a look if you can fix that.

And i have to agree with the reviewer before me. being able to shot so many snowballs feels wrong. Of cause you could design some levels were this feature is needed in some kind of puzzle but till now the special twist in your game is missing.

Frustrating, that's what came into my mind after loosing once again after finally managing a difficult passage. Your game definitely needs some save points. Spots, which save the current room progress so the player doesn't need to start all over again.

Except that, the idea and implementation are well done.

Hmmm ... interesting:
Google.translate says the 4 digit code should be xxx8, but the accepted code was xxx2. Is the player supposed to guess the first 3 digits from the notes and then brute force the last one ? or why doesn't they match ?
(for everybody else who wants to translate the code via Google:
load the webpage, choose Japanese, lower-left corner of the textbox: style hand written, than you can paint the signs and Google makes some suggestions for you.)

Except the false code it was nice.

need some kind of pixel detector.
Something like:
50% Detector with short range only (2x the visible area)
75% medium range
90% long range
95% whole game field (to be able to complete the game)

Yea, needs a grid or pattern where the bubbles snap into. bubbles are just a 0.1mm away from each other but no combo. that's a bit annoying.

Else: well, I'm missing the extra twist which makes me continue playing. Add something cool and addicting. power ups or extras (rainbow bubbles, bombs, etc) and maybe even a global upgrade system ? And what about some kind of different levels ? prefilled with different structures of bubbles to create some challenge ...

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